Europe Gamification Market

Europe Gamification Market Size, Share & Industry Trends Analysis Report By Component (Solution and Services), By Application, By End-User, By Deployment Type, By Organization Size, By Country and Growth Forecast, 2022 - 2028

Report Id: KBV-9204 Publication Date: May-2022 Number of Pages: 108
Special Offering:
Industry Insights | Market Trends
Highest number of Tables | 24/7 Analyst Support

Analysis of Market Size & Trends

The Europe Gamification Market would witness market growth of 26.3% CAGR during the forecast period (2022-2028).

Gamification uses game mechanics and game dynamics to give audiences proactive directives and answers, resulting in the attainment of business goals and objectives. An emotionally engaging gamification event simply demonstrates the optimal activities that an audience can do to contribute to mutually shared goals. Employees and customers that use gamification software receive rapid feedback on their performance and are directed toward new objectives.

Gamification can be utilized to educate adolescents with a variety of requirements. Scientists examined the effectiveness of personalization in the form of video games when teaching students with autism. As per various studies gamification was effective in teaching age-appropriate content through this training package. Gamification isn't just for the classroom, it can also be employed in other settings. It might divide a child's mathematics homework into portions. The child would level up after finishing each section and given advice on how to solve a puzzle. Alternatively, the user may have youngster make their periodic table using a few elements. Gamification at home is an excellent method to participate in child's education!

Several conferences and events are held to raise awareness of gamification solutions by key players and governments in nations such as the United Kingdom, Germany, France, and others. To help businesses learn about and understand the tools and solutions available to them, the Europe Gamification conference was held in December 2019. Furthermore, expanding retail and healthcare organizations in countries like Germany and Spain are anticipated to gain traction.

Key market participants are focusing on providing advanced solutions to improve employee engagement, sales, and customer experience, hence driving end-user demand for software. Blade, a French startup, has introduced its cloud gaming service in the United Kingdom. In addition, Blackout, a customized cloud gaming service founded in France, is dedicated to revolutionizing the concept of cloud gaming around the world. Germany is another country with a big demand for cloud gaming technologies.

The Germany market dominated the Europe Gamification Market by Country 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $3,994.5 million by 2028. The UK market is estimated to grow at a CAGR of 25.3% during (2022 - 2028). Additionally, The France market would display a CAGR of 27.2% during (2022 - 2028).

Based on Component, the market is segmented into Solution and Services. Based on Application, the market is segmented into Sales & Marketing, Product Development, Human Resource, Support, and Others. Based on End-User, the market is segmented into Retail, Education, Manufacturing, Banking, Media & Entertainment, IT & Telecom, and Others. Based on Deployment Type, the market is segmented into On-premise and Cloud. Based on Organization Size, the market is segmented into Large Enterprises and Small & Medium Enterprises. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

Free Valuable Insights: The Global Gamification Market will Hit $58.8 Billion by 2028, at a CAGR of 26.8%

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Microsoft Corporation, SAP SE, Cognizant Technology Solutions Corporation, MPS Interactive Systems Limited (MPS Ltd.), Ambition Solutions, Inc., Aon plc, Axonify, Inc., G-Cube (MRCC), IActionable, and BI WORLDWIDE.

Scope of the Study

Market Segments Covered in the Report:

By Component

  • Solution
  • Services

By Application

  • Sales & Marketing
  • Product Development
  • Human Resource
  • Support
  • Others

By End-User

  • Retail
  • Education
  • Manufacturing
  • Banking
  • Media & Entertainment
  • IT & Telecom
  • Others

By Deployment Type

  • On-premise
  • Cloud

By Organization Size

  • Large Enterprises
  • Small & Medium Enterprises

By Country

  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe

Key Market Players

List of Companies Profiled in the Report:

  • Microsoft Corporation
  • SAP SE
  • Cognizant Technology Solutions Corporation
  • MPS Interactive Systems Limited (MPS Ltd.)
  • Ambition Solutions, Inc.
  • Aon plc
  • Axonify, Inc.
  • G-Cube (MRCC)
  • IActionable
  • BI WORLDWIDE
Need a report that reflects how COVID-19 has impacted this market and its growth? Download Free Sample Now
HAVE A QUESTION?

HAVE A QUESTION?

Call: +1(646) 600-5072

SPECIAL PRICING & DISCOUNTS


  • Buy Sections of This Report
  • Buy Country Level Reports
  • Request for Historical Data
  • Discounts Available for Start-Ups & Universities

Unique Offerings Unique Offerings


  • Exhaustive coverage
  • The highest number of Market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Support with 10% customization free after sale

Trusted by over
5000+ clients

Our team of dedicated experts can provide you with attractive expansion opportunities for your business.

Client Logo